00:09 <+bridge_> [ddnet] furo: can you stop automating input on the servers (if the player named furo that does that is you)? 05:27 <+bridge_> [ddnet] <ᶰ°Konͧsti> :murpi1_bysouly::murpi2::murpi3_bysouly: 06:04 <+bridge_> [ddnet] 🛬----------------🛫 08:01 <+bridge_> [ddnet] 🛬-------- --------🛫 10:10 <+bridge_> [ddnet] Ben laden 10:15 <+bridge_> [ddnet] does anyone know why the hook collision rendering takes the direction from input data when it's a local player? This makes the collision line update only once per tick and it's not that smooth. It seems to work totally fine without it but idk if there's some case I'm missing. 10:15 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/946696800482517042/unknown.png 11:14 <+bridge_> [ddnet] @ᶰ°Konͧsti\: yo pink rat! You like to map with gametiles first right? in case you are not scared to run some python maybe my new tool is worth checking out \:)https://github.com/ChillerDragon/teeworlds-reverse-gametiles 11:19 <+bridge_> [ddnet] <ᶰ°Konͧsti> Ur so based! Best feature! I got a finished map without a single design tile placed yet xD 11:23 <+bridge_> [ddnet] Poggers that will save you some time! 11:24 <+bridge_> [ddnet] I hope you use automapper rules otherwise you don’t gain much .\_. 11:51 <+bridge_> [ddnet] <ᶰ°Konͧsti> u mean writing own rules? 13:28 <+bridge_> [ddnet] Well i mean my script only places one index of the layer so it wont have actual design yet. If you have an automapper for the tiles you want to use as design you are only one click away from a finished design. If not you kinda still have to do the whole design by hand 13:28 <+bridge_> [ddnet] image.png 13:28 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/946745534113263636/image.png 13:29 <+bridge_> [ddnet] my script can take this and give you that 13:29 <+bridge_> [ddnet] image.png 13:29 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/946745716028612618/image.png 13:29 <+bridge_> [ddnet] But to get this\: 13:29 <+bridge_> [ddnet] you need an automapper 13:29 <+bridge_> [ddnet] image.png 13:30 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/946745841195024414/image.png 13:51 <+bridge_> [ddnet] FYI, it's already possible to do all this within the editor, you just need some very simple automapper rules. 13:52 <+bridge_> [ddnet] FYI, it's already possible to do all of this within the editor, you just need some very simple automapper rules. 14:00 <+ChillerDragon> Oh cool! Did not know you can do automappers based on gametiles. Do you mind sharing a minimal example? 14:15 <+bridge_> [ddnet] ChillerDragon https://forum.ddnet.tw/viewtopic.php?t=6450 14:16 <+bridge_> [ddnet] you need a trick to copy game layers into design layers 14:20 <+bridge_> [ddnet] <Матвей11113> :banhammer: 14:59 <+bridge_> [ddnet] <ᶰ°Konͧsti> I only use tiles that have automapper rules :troll: 15:00 <+bridge_> [ddnet] <ᶰ°Konͧsti> So its great 15:00 <+bridge_> [ddnet] <ᶰ°Konͧsti> And otherwise its pretty easy to write own rules tbh 16:16 <+bridge_> [ddnet] @Not Keks do u know why amd/nvidia provide specific drive updates when a new game such as elden ring releases? 16:16 <+bridge_> [ddnet] it seems backwards to me xd 16:18 <+bridge_> [ddnet] probably because they worked together with the game engine devs to improve performance and fix bugs 16:19 <+bridge_> [ddnet] they should work together with us for opengl issues :monkalaugh: 16:19 <+bridge_> [ddnet] People buy new GPUs to play AAA games like Elden Ring, but probably not for DDNet 😄 16:19 <+bridge_> [ddnet] yep thats me haha 16:19 <+bridge_> [ddnet] so this would be counterproductive for GPU manufacturers 16:20 <+bridge_> [ddnet] :feelsbadman: 16:20 <+bridge_> [ddnet] They should release driver sources so we can do our own debugging 16:20 <+bridge_> [ddnet] why r drivers propietary 16:20 <+bridge_> [ddnet] do they do some secret optimization techniques? 16:20 <+bridge_> [ddnet] Trade secret 16:21 <+bridge_> [ddnet] because they contain some information about the hardware that competitors might like to know, I guess 16:21 <+bridge_> [ddnet] and why make them open source, for most companies that's just extra effort for no benefit 16:21 <+bridge_> [ddnet] It also probably contains the tricks they used to make the games they worked with work better on their gpus 16:22 <+bridge_> [ddnet] It's not really effort. The actual reason they don't is sweet sweet cash 16:23 <+bridge_> [ddnet] What effort is just including a source tarball with their driver releases? 16:24 <+bridge_> [ddnet] they have to talk to legal if they can publish it, or if it contains any code that can't be open source 16:24 <+bridge_> [ddnet] they have to check with patent department if everything in it has been patented already before releasing the code 16:25 <+bridge_> [ddnet] and probably have to polish it and make it work with standard build tools, if they have some internal tools for building no one else has access to 16:25 <+bridge_> [ddnet] I don't see why a gpu driver would contain code that cant be open source from a legal sense, do they even contribute with third parties on those? 16:26 <+bridge_> [ddnet] I don't know, maybe they bought some other company and are still using some code in there that they bough and can't publish 16:27 <+bridge_> [ddnet] Tbf, still doesn't sound very high effort by any means. I still maintain the issue is that there literally is negative reward for publishing the source 16:28 <+bridge_> [ddnet] and they might be afraid that people can find bugs and vulnerabilities easier using source code 16:28 <+bridge_> [ddnet] Isn't that usually the one benefit of open source? 16:28 <+bridge_> [ddnet] benefit from user pov yes 16:29 <+bridge_> [ddnet] I'm not saying it's right for them to be afraid, but they might be 16:29 <+bridge_> [ddnet] too much speculation 😄 16:29 <+bridge_> [ddnet] Hm. Why wouldnt the comoany be interested in knowing the vulnerabilities? 16:29 <+bridge_> [ddnet] effort to fix them 😄 16:29 <+bridge_> [ddnet] I guess there is no profit in fixing security issues on a gpu 16:30 <+bridge_> [ddnet] bad publicity 16:30 <+bridge_> [ddnet] amd has open source linux drivers nowadays, right? But I think they just communicate with some closed source firmware, so maybe the interesting stuff is in there 16:30 <+bridge_> [ddnet] They made a nice compromise. It makes debugging stuff much more pleasant 16:32 <+bridge_> [ddnet] They still have a binary blob, but iirc that part gets directly uploaded to the gpu, not much laydevelopers can touch there anyway :D 16:40 <+bridge_> [ddnet] i bet they put small tweaks into the drivers. e.g. if some feature isnt used (but required by spec) it can be disabled for a few fps more or stuff like that 16:41 <+bridge_> [ddnet] but i guess a lot is also just marketing xD 16:41 <+bridge_> [ddnet] NEW DRIVER FOR ELDEN RING 16:41 <+bridge_> [ddnet] EPIC 16:45 <+bridge_> [ddnet] Well the day 0 drivers do improve alot, like cyberpunk ran like shit before I updated 16:45 <+bridge_> [ddnet] why is that then not really needed under linux 16:46 <+bridge_> [ddnet] all games just work(the games that do actually work) 16:46 <+bridge_> [ddnet] I bet they add some game specific stuff there, maybe the shader compiler gets improved specifically for it? 16:46 <+bridge_> [ddnet] Well idk you are the graphics magician 16:46 <+bridge_> [ddnet] i mean i could imagine they squeeze out a few FPS, but i really think most is just marketing 16:47 <+bridge_> [ddnet] but sure, if there is a new feature not heavily tested, and cyberpunk uses it, then it might improve by a lot 16:47 <+bridge_> [ddnet] I can tell you that I got 40 fps from cyberpunk and without changing settings after the driver update I got about 60 16:48 <+bridge_> [ddnet] Maybe some magic caching 16:49 <+bridge_> [ddnet] yeah not impossible, tho with vk and dx12 the game devs are also in more responsibility, so i guess there really needs to be some serious bottleneck 16:49 <+bridge_> [ddnet] if somebody could benchmark these games and say exactly what caused it, i could maybe imagine it better 16:49 <+bridge_> [ddnet] Or maybe just a signature check that enables games to use the full gpu to generate hype :D 16:50 <+bridge_> [ddnet] xD 16:50 <+bridge_> [ddnet] well at least it serves one purpose, ppl keep their drivers up to date 16:50 <+bridge_> [ddnet] Like those power saving tests where manufacturers try to recognize the testing conditions so they can cheat 16:51 <+bridge_> [ddnet] yeah true 16:51 <+bridge_> [ddnet] in the end its all about being 1fps better or more efficient than everyone else 16:51 <+bridge_> [ddnet] even if that doesnt work for any other game xD 16:53 <+bridge_> [ddnet] . 17:24 <+bridge_> [ddnet] i think driver update for game is mainly game profile data being used rather than code change 17:24 <+bridge_> [ddnet] i.e. data prefetching, cache utilization and stuff like that 17:25 <+bridge_> [ddnet] so the driver just know how the game behave and can adapt its behavior in regard to the game being played 17:42 <+bridge_> [ddnet] well if that can a GPU bound game from 40FPS to 60FPS gg 17:42 <+bridge_> [ddnet] that's a nice boost in terms of % 17:42 <+bridge_> [ddnet] well if that can boost a GPU bound game from 40FPS to 60FPS gg 17:42 <+bridge_> [ddnet] that's a nice boost in terms of % 18:01 <+bridge_> [ddnet] Though let's not forget cyberpunk was a huge failure at it's launch, it is entirely possible that it was just that badly optimized 😄 18:02 <+bridge_> [ddnet] How I can install mysql lib for server? 😅 18:02 <+bridge_> [ddnet] What OS are you using? 18:02 <+bridge_> [ddnet] Windows 18:04 <+bridge_> [ddnet] Hm, no idea, I don't even know if we support mysql on windows, sorry 18:04 <+bridge_> [ddnet] @deen do we? ^ 18:07 <+bridge_> [ddnet] i think it was always broken 18:07 <+bridge_> [ddnet] in subtle ways 18:11 <+bridge_> [ddnet] @Not Keks https://news.ycombinator.com/item?id=30467572 18:11 <+bridge_> [ddnet] an actual good tutorial 18:11 <+bridge_> [ddnet] maybe u can use it to finally learn rust 18:15 <+bridge_> [ddnet] ^^the drea 18:15 <+bridge_> [ddnet] m 19:11 <+bridge_> [ddnet] this is how I learned rust 19:48 <+bridge_> [ddnet] I have heard that they fix bugs in the game code on the graphics driver side so the game runs better 19:48 <+bridge_> [ddnet] even e.g. replacing specific shaders if they're written in a suboptimal way 19:49 <+bridge_> [ddnet] :o 19:49 <+bridge_> [ddnet] now if only I could remember the source of that statement 20:02 <+bridge_> [ddnet] thats why i keep most interesting stuff i find in 20:02 <+bridge_> [ddnet] > bsidian is a powerful knowledge base on top of 20:02 <+bridge_> [ddnet] > a local folder of plain text Markdown files. 20:13 <+bridge_> [ddnet] That sounds like an interesting approach, they do work together on these, I wonder why they don't just give the more optimal shader to the devs 20:18 <+bridge_> [ddnet] https://en.wikipedia.org/wiki/Valeriepieris_circle 20:18 <+bridge_> [ddnet] lmao 20:18 <+bridge_> [ddnet] named after a redditor 20:20 <+bridge_> [ddnet] Would be cool to be able to spectate a server even when it's full 20:22 <+bridge_> [ddnet] that may actually be a good feature 20:22 <+bridge_> [ddnet] we could make a mirror server 20:22 <+bridge_> [ddnet] where u only join to spec 20:22 <+bridge_> [ddnet] xd 20:45 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/946855388077240360/unknown.png 20:45 <+bridge_> [ddnet] :monkalaugh: 20:46 <+bridge_> [ddnet] bro it just sucks, science is best, epic things happens, stupid ego person makes ppl go back to ethical hate 20:47 <+bridge_> [ddnet] more than half of DDNet servers are also in this circle 😄 20:49 <+bridge_> [ddnet] Hello, how to fix that bug on 0.6.5 teeworlds with crashing ddnet client, while try connecting new dummy? 20:54 <+bridge_> [ddnet] Hello, how to fix that bug on 0.6.5 teeworlds with crashing ddnet client, while trying connect new dummy? 22:26 <+bridge_> [ddnet] vanilla server? 22:40 <+bridge_> [ddnet] yes 23:05 <+bridge_> [ddnet] no fix, but there is a bug open: https://github.com/ddnet/ddnet/issues/3544